Shader "Custom/Hologram" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_ColorScale("Scale", Float) = 1
_ScaningAmount("Scaning Amount", Float) = 10
_ScaningSpeed("Scaning Speed", Float) = 1
_SplashLevel("Splash Level", Range(0, 1)) = 0
_SplashFrequency("Splash Frequency", Float) = 1
_MainTex("Base (RGB)", 2D) = "white" { }
_Illum("Illumin (A)", 2D) = "white" { }
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _Illum;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
};
void surf(Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_Ma
unity中全息投影带贴图shader
最新推荐文章于 2024-06-26 15:59:00 发布
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